#version 440 | |
layout(location = 0) in float gradTabIndex; | |
layout(location = 0) out vec4 fragColor; | |
layout(binding = 1) uniform sampler2D gradTabTexture; | |
layout(std140, binding = 0) uniform buf { | |
mat4 matrix; | |
vec2 gradStart; | |
vec2 gradEnd; | |
float opacity; | |
} ubuf; | |
void main() | |
{ | |
fragColor = texture(gradTabTexture, vec2(gradTabIndex, 0.5)) * ubuf.opacity; | |
} |